Icewind Dale Wiki

Resting is when the party recuperates for 8 or more hours, and is the primary method of both recovering from exhaustion and (re)memorizing spells.

Gameplay[]

Camping[]

To rest via camping, certain conditions must be met:

  • There must not be enemies nearby,
  • There must not be any active Area of Effect spells on the map,
  • The group must be gathered,
  • The area must allow camping.

If those are all true, the player can click on the Rest Action Button on the Left Interface Bar, or press the hotkey (default: `) to rest.

Once initiated, a cut-scene will play, and one of two outcomes will occur:

  • 8 hours (or more, see Duration section below) will pass and the party will gain the benefits of resting, as described in the Benefits section below,
  • The rest will be interrupted by hostile entities, and the party will gain no resting benefits. See the Interruptions section below for further details.

Inns[]

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Benefits[]

Each 8 hour rest has the following benefits:

  • Each character heals hit points based off the quality of the rest.
  • Characters with spells or abilities that heal will cast them upon injured party members.
  • Each spellcaster memorizes their assigned spells and/or gets their daily allowance of spells restored.
  • Abilities and Items with a set amount of uses per day get their charges back.
  • Time passes, causing spells and status effects to potentially wear off, summoned creatures to potentially despawn, and the day/night cycle to progress.
  • Characters lose their exhaustion.

Duration[]

  • The default rest, regardless of location and type, lasts for 8 hours, during which time passes.
  • Icewind Dale: Enhanced Edition adds the option to enable "Rest Until Healed", which causes the party to rest multiple times, casting healing spells and using healing abilities between each rest, until the entire party is at maximum Hit Points. As each rest takes 8 hours, the total rest time will be in multiples of 8. Typically, in parties that contain a Cleric, Druid, or Shaman, such rests last for either the standard 8 hours, but 16 hours and 24 hours are not uncommon. Longer rests are possible but increasingly unlikely, unless the party has few or no healing spells memorized. A party with absolutely no healing spells or abilities could have incredibly long rests with this feature.

Interruptions[]

Resting in uncivilized areas such as wilderness or dungeons can be dangerous. With each rest, there is a chance that it will be interrupted by hostile creatures attacking the party. The precise details of such interruptions vary from area to area, and are listed in the table below:

Prologue
Interruption Area Notes
1-5 Orcs The Hills
1-5 Orcs Orc Cave
2-6 Goblin Marshals Kuldahar Pass, exterior
2-6 Goblin Archer Marshals Kuldahar Pass, exterior
1-5 Goblin Marshals Kuldahar Pass, Canyon
Chapter 1
Interruption Area Notes
1-4 Yetis Vale of Shadows, exterior
1-3 Yetis Vale Ice Cave
1-5 (3EE) Skeletons Kresselack's Tomb, level 1
1-5 (3EE) Skeletons (archer) Kresselack's Tomb, level 1 Repeatable source of High Quality ArrowsEE, Arrows +1, and Arrows of Fire
1-5 (3EE) Skeletons Kresselack's Tomb, level 2
1-5 (3EE) Skeletons (archer) Kresselack's Tomb, level 2 Repeatable source of High Quality ArrowsEE, Arrows +1, and Arrows of Fire
1-5 (3EE) Temple Guardians Kresselack's Tomb, level 2
1-5 (3EE) Temple Guardians Kresselack's Tomb, level 3
1-4 Verbeeg Temple of the Forgotten God, level 1
1-4 Verbeeg Temple of the Forgotten God, level 2
Chapter 2
Interruption Area Notes


Notes[]

  • Being interrupted while using Rest Until Healed can cause bugs with healing spells, causing quick-cast slots to incorrectly display the number of memorised spells. Attempting to use the actually un-memorised spells will cause the caster to simply walk to the subject and wait[Verify].

External Links[]